Mirror/doc/General/Start.md

84 lines
3.2 KiB
Markdown
Raw Normal View History

# Getting Started
2020-02-18 04:10:47 +00:00
This document describes steps to creating a multiplayer game with Mirror. The process described here is a simplified, higher level version of the actual process for a real game; it doesnt always work exactly like this, but it provides a basic recipe for the process.
## Video tutorials
Check out these [awesome videos](https://www.youtube.com/playlist?list=PLkx8oFug638oBYF5EOwsSS-gOVBXj1dkP) showing you how to get started with mirror. Courtesy of [First Gear Games](https://www.youtube.com/channel/UCGIF1XekJqHYIafvE7l0c2A) also known as Punfish in discord.
2019-12-22 22:09:51 +00:00
## Script Templates
- Create new Network Behaviours and other common scripts faster
See [Script Templates](ScriptTemplates.md).
## NetworkManager set-up
- Add a new game object to the Scene and rename it “NetworkManager”.
- Add the NetworkManager component to the “NetworkManager” game object.
- Add the NetworkManagerHUD component to the game object. This provides the default UI for managing the network game state.
2019-01-09 00:40:43 +00:00
2019-08-27 12:26:41 +00:00
See [Using the NetworkManager](../Components/NetworkManager.md).
## Player Prefab
- Find the Prefab for the player game object in the game, or create a Prefab from the player game object
- Add the NetworkIdentity component to the player Prefab
- Set the `playerPrefab` in the NetworkManagers Spawn Info section to the player Prefab
- Remove the player game object instance from the Scene if it exists in the Scene
2019-09-17 15:42:25 +00:00
See [Player Objects](../Guides/GameObjects/SpawnPlayer.md) for more information.
## Player movement
- Add a NetworkTransform component to the player Prefab
2020-02-18 04:10:47 +00:00
- Check the Client Authority checkbox on the component.
- Update input and control scripts to respect `isLocalPlayer`
2020-02-18 04:10:47 +00:00
- Override OnStartLocalPlayer to take control of the Main Camera in the scene for the player.
For example, this script only processes input for the local player:
2019-08-27 12:26:41 +00:00
``` cs
using UnityEngine;
using Mirror;
public class Controls : NetworkBehaviour
{
void Update()
{
if (!isLocalPlayer)
{
// exit from update if this is not the local player
return;
}
// handle player input for movement
}
}
```
## Basic player game state
- Make scripts that contain important data into NetworkBehaviours instead of MonoBehaviours
- Make important member variables into SyncVars
2019-09-21 03:34:03 +00:00
See [State Synchronization](../Guides/Sync/index.md).
## Networked actions
- Make scripts that perform important actions into NetworkBehaviours instead of MonoBehaviours
- Update functions that perform important player actions to be commands
2019-09-17 15:42:25 +00:00
See [Networked Actions](../Guides/Communications/index.md).
## Non-player game objects
Fix non-player prefabs such as enemies:
- Add the NetworkIdentify component
- Add the NetworkTransform component
- Register spawnable Prefabs with the NetworkManager
- Update scripts with game state and actions
## Spawners
- Potentially change spawner scripts to be NetworkBehaviours
- Modify spawners to only run on the server (use isServer property or the `OnStartServer()` function)
- Call `NetworkServer.Spawn()` for created game objects
## Spawn positions for players
- Add a new game object and place it at players start location
- Add the NetworkStartPosition component to the new game object